About SIS
SIS maintains data about staff, students, and administration. Using this data, the system can generate reports and dashboards. These reports enable administrators to make strategic decisions and reduce operating costs.

Technavio’s analysts forecast the global SIS market for higher education to grow at a CAGR of 12.78% during the period 2016-2020.

[Covered in this report]
The report covers the present scenario and the growth prospects of the global SIS market for higher education for 2016-2020. To calculate the market size, the report considers the revenue generated from the purchase and contract renewal of SIS licenses and subscriptions of SIS in the higher education segment.

The market is divided into the following segments based on geography:
• APAC
• Europe
• North America
• ROW

Technavio’s report, Global SIS Market for Higher Education 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

[Key questions answered in this report]
• What will the market size be in 2020 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?

※You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.

【資料の目次】

PART 01:Executive summary
• Highlights

PART 02:Scope of the report
• Market overview
• Top-vendor offering

PART 03:Market research methodology
• Research methodology
• Economic indicators

高等教育の世界市場2017-2021 IRTNTR12060 / Technavio / 2017年2月20日 / 当調査レポートでは、高等教育の世界市場について調査・分析し、エグゼクティブサマリー、市場概観、市場概観、業界の構造分析、高等教育の世界市場規模及び予測、用途別分析、製品別分析、地域別分析/市場規模、市場の成長要因、市場の課題、市場動向、競争状況、主要企業（ベンダー）分析などの情報をお届けいたします。...About Higher Education Education and initiatives pertaining to technology in education are being used at the national level and across different regions worldwide. These are not only driving changes in the learning processes but are also upgrading the administrative and assessment methodologies. A rise in the number of learning courses and diversity in the curriculum, which is driven by both the government and institutional initiatives, have led to the substantial expansion of the testing and assessment segments in the education market. Given the rising focus on improving the quality of the education content and learning the processes, this market will...

インタラクティブ ホワイトボード（電子黒板）の世界市場2016-2020 IRTNTR11058 / Technavio / 2016年12月8日 / 当調査レポートでは、インタラクティブ ホワイトボード（電子黒板）の世界市場について調査・分析し、エグゼクティブサマリー、市場概観、市場概観、業界の構造分析、インタラクティブ ホワイトボード（電子黒板）の世界市場規模及び予測、製品別分析、需要先別分析、地域別分析/市場規模、市場の成長要因、市場の課題、市場動向、競争状況、主要企業（ベンダー）分析などの情報をお届けいたします。...About Interactive White Board An interactive whiteboard (IWB) is a large display that can be connected to a computer to display images and data. IWBs allow users to drag, click, and copy items using a pen, finger, or stylus. They have emerged as one of the most popular and successful technologies in classroom environments, as they allow users to annotate, print images, and save or distribute documents over networks. This technique makes the teaching process easier and more interesting than using conventional whiteboards. Technavio’s analysts forecast the global interactive white board market to grow at a CAGR of 6.77% during...

教育用ゲーミフィケーションの世界市場2016-2020 IRTNTR10918 / Technavio / 2016年11月25日 / 当調査レポートでは、教育用ゲーミフィケーションの世界市場について調査・分析し、エグゼクティブサマリー、市場概観、市場概観、業界の構造分析、教育用ゲーミフィケーションの世界市場規模及び予測、需要先別分析、地域別分析/市場規模、市場の成長要因、市場の課題、市場動向、競争状況、主要企業（ベンダー）分析などの情報をお届けいたします。...About Education Gamification Gamification is the process of implementing game mechanics into non-gaming contexts to drive user engagement and to enhance problem-solving. Points, badges, leaderboards, challenges, and rewards are some examples of game mechanics. Gamification does not create real games but uses game techniques to engage students in comprehensive learning mechanisms. Technavio’s analysts forecast the global education gamification market to grow at a CAGR of 66.22% during the period 2016-2020. [Covered in this report] The report covers the present scenario and the growth prospects of the global education gamification market for 2016-2020. To calculate the market size, the report considers...

コンピテンスベース教育支出の世界市場2017-2021 IRTNTR15040 / Technavio / 2017年9月26日 / 当調査レポートでは、コンピテンスベース教育支出の世界市場について調査・分析し、エグゼクティブサマリー、市場概観、市場概観、業界の構造分析、コンピテンスベース教育支出の世界市場規模及び予測、製品別分析、地域別分析/市場規模、市場の成長要因、市場の課題、市場動向、競争状況、主要企業（ベンダー）分析などの情報をお届けいたします。...About Competency-based Education Spending Competency-based education is a flexible learning method for students. This technique helps them in earning credits based on the knowledge and skills that they already own. It also helps them in acquiring additional skills and knowledge at their own pace. It has gained popularity among learners owing to its affordability and flexible structure. Competency-based education focuses on what students are learning and not on the time they spend in classrooms to earn credits. This creates a self-driven, student-centric learning environment for candidates as they work at their pace to demonstrate mastery or competency essential for a...

デジタル教育コンテンツの世界市場2016-2020：テキストコンテンツ、画像コンテンツ、映像コンテンツ、オーディオコンテンツ、シミュレーションコンテンツ IRTNTR10917 / Technavio / 2016年11月25日 / 当調査レポートでは、デジタル教育コンテンツの世界市場について調査・分析し、エグゼクティブサマリー、市場概観、市場概観、業界の構造分析、デジタル教育コンテンツの世界市場規模及び予測、需要先別分析、地域別分析/市場規模、市場の成長要因、市場の課題、市場動向、競争状況、主要企業（ベンダー）分析などの情報をお届けいたします。...About Digital Education E-learning has impacted the various aspects of institutions ranging from content creation and delivery to student assessments. As a result, there is a continuous innovation of delivery methods that is providing a solid platform for the digital classroom software market. Software such as learning management system (LMS), learning content management system (LCMS), and school administrative software have become a crucial medium for managing and imparting quality education for the K-12 segment. The educational institutions are the major adopters of such services. This is because they realize that the economies of scale are associated with flexible learning. Technavio’s...

高等教育試験・評価の世界市場2017-2021 IRTNTR11708 / Technavio / 2017年1月25日 / 当調査レポートでは、高等教育試験・評価の世界市場について調査・分析し、エグゼクティブサマリー、市場概観、市場概観、業界の構造分析、高等教育試験・評価の世界市場規模及び予測、種類別分析、製品別分析、地域別分析/市場規模、市場の成長要因、市場の課題、市場動向、競争状況、主要企業（ベンダー）分析などの情報をお届けいたします。...About Education Testing and AssessmentTests and assessments form an essential part of the learning processes as they incorporate various metrics to help teachers quantify the performance of students. Periodic assessments of students against set benchmarks provide a limited scope of improvement for the students, which is why formative assessments that provide frequent feedback are preferred. This method continually guides the students and provides immense improvement opportunities by setting short-term targets. Technavio’s analysts forecast the global education testing and assessment market to grow at a CAGR of 4.65% during the period 2017-2021. [Covered in this report] The report covers the present...

教育機関向けプロジェクターのアメリカ市場2016-2020 IRTNTR10848 / Technavio / 2016年11月18日 / 当調査レポートでは、教育機関向けプロジェクターのアメリカ市場について調査・分析し、エグゼクティブサマリー、市場概観、市場概観、業界の構造分析、教育機関向けプロジェクターのアメリカ市場規模及び予測、製品別分析、需要先別分析、市場の成長要因、市場の課題、市場動向、競争状況、主要企業（ベンダー）分析などの情報をお届けいたします。...About Education Projectors in the US Despite the country's financial crisis, the education industry has remained resilient and recorded significant milestones by pioneering the invention and implementation of various education technology products. During that period, the US government introduced several government initiatives aimed at modernizing the education system and enhancing the learning environment for students. These initiatives propelled the adoption of online education among students and teachers. It launched the Digital Playbook and No Child Left Behind (NCLB) Act initiative for K-12 educational institutions, which triggered a significant demand for technology-based learning. This led to the procurement of devices such...

アメリカの教育アプリ市場2016-2020 IRTNTR11167 / Technavio / 2016年12月15日 / 当調査レポートでは、アメリカの教育アプリ市場について調査・分析し、エグゼクティブサマリー、市場概観、市場概観、業界の構造分析、アメリカの教育アプリ市場規模及び予測、市場の成長要因、市場の課題、市場動向、競争状況、主要企業（ベンダー）分析などの情報をお届けいたします。...About Education Apps The extensive use of smartphones and tablets by students for study purposes is the primary factor driving the growth of the education apps market. However, to include educational apps as a part of the learning process, educational institutions must have a strong ICT infrastructure. For this, educational institutions need to invest heavily in installing software and enhancing server capabilities. Educational apps are extensively promoting collaborative learning and active learning. Consequently, K-12 and higher education segments across the globe are emphasizing on including such apps in their education digitization framework. Technavio’s analysts forecast the education apps market in...

教育用視覚技術の世界市場2017-2021：3D印刷、視覚データ分析、AR、VR IRTNTR14328 / Technavio / 2017年8月10日 / TechNavioが出版した当調査レポートでは、教育用視覚技術の世界市場について調査・分析し、エグゼクティブサマリー、市場概観、市場概観、業界の構造分析、教育用視覚技術の世界市場規模及び予測、製品別分析、需要先別分析、地域別分析/市場規模、市場の成長要因、市場の課題、市場動向、競争状況、主要企業（ベンダー）分析などの情報をお届けいたします。Technavio社は教育用視覚技術の世界市場が2017-2021年期間中に年平均32.88%成長すると予測しています。当レポート上に記載されている主な企業は• Alchemy VR• EON Reality• Magic Leap• Oculus• Qlik• Stratasys•...About Visual Technologies A technique that can capture, organize, filter, and distribute content or information visible to human eyes is known as the visual technology. The emergence of the Internet and rapid adoption of digitization have resulted in the incorporation of various visual technologies in day-to-day lives. Visual technologies are increasingly being used in the education sector to provide experimental and collaborative learning environments for students and faculties in K-12 schools and universities. The report discusses the use of services, solutions and products offered by companies in technologies such as three-dimensional (3-D) printing, visual data analytics, augmented reality (AR) and...

教育産業におけるVR（バーチャルリアリティ）の世界市場 IRTNTR13073 / Technavio / 2017年5月3日 / 当調査レポートでは、教育産業におけるVR（バーチャルリアリティ）の世界市場について調査・分析し、エグゼクティブサマリー、市場概観、市場概観、業界の構造分析、教育産業におけるVR（バーチャルリアリティ）の世界市場規模及び予測、製品別分析、需要先別分析、地域別分析/市場規模、市場の成長要因、市場の課題、市場動向、競争状況、主要企業（ベンダー）分析などの情報をお届けいたします。...About VR in education sectorVirtual reality (VR) is a computer-generated simulation developed using projectors and ingenious computer programming. This helps create a three-dimensional interactive environment for teachers and students. Technavio’s analysts forecast the global VR in education sector market to grow at a CAGR of 55.42% during the period 2017-2021. [Covered in this report] The report covers the present scenario and the growth prospects of the global VR in education sector for 2017-2021. To calculate the market size, the report considers the revenue generated by sale of VR gear and VR content to the education market. The market is divided...